Forum Discussion
47 Replies
Team Plants
Peashooter: Toxic/Electro
Sunflower: Vampire/ Metal Petal
Chomper: Fire/ Armor
Cactus: Jade/ Petrified
Citron: Basic/Frozen
Rose: Druid/Fire
Corn: BBQ Corn/ Mob Corn
Team Zombies
Footsoldier: General Supremo/Park Ranger
Engineer: Electrician/AC Perry
Scientist: Dr. Toxic/ Paleontologist
All-Star: Moto-X Star/ Tennis Star
Imp: Pylon/Lil Drake
Super Brainz: Basic/Electro Brainz
Captain Deadbeard: Basic/ Captain Flameface
I hope this help you on your journey.
- Anonymous10 years ago
From my personal experiences from GW1 and GW2:
Peashooter: Agent Pea or Law Pea. I know that both peashooters got nerfed in GW1, but Agent Pea is still very strong and Law Pea can be effective if you know how to play him (get up really close to enemies. Just always have Hyper or Super Pea Jump ready. It takes practice). I know Agent Pea can solo CRAZY!
Sunflower: Metal Petal or Vampire Flower. I know they are both sunflowers and therefore can heal themselves, but I just love that Metal Petal is one of the hardest hitting Sunflower (is there a stronger? idk) and the Vampire Flower has the lifesteal. From my experiences both can solo CRAZY! Garden Ops and once in a blue moon you can get all six boasts (Vanquish Master, First Strike Master, etc. It's very difficult, however, even if you are good. First Strike is pure luck and Assist can be hard if you are a killer type. I seen a Metal Petal get all six, though)
Cactus: Zen Cactus and Camo Cactus. Both are wonderful sniper classes. Both take practice, though, but can become wrecking balls if played right. Zen Cactus is perhaps the hardest plant to play, but if you can play it right, there is a likely chance you are good. (Twice I saw a Zen Cactus got Vanquish, Vanquish Streak, First Strike, and Assist Master)
Rose: Before the nerf, all roses were wonderful. I fell that Arcane Enigma is still a little OP. My personal favorite is the Fire Rose, since she can charge up a devastating attack that seeks opponents; it takes some skill to dodge seeking projectiles. Usually, if there are like 7 zombies together, Goatify as many of them as possible, Time Snare stragglers, then blast them all with a charged up normal attack, it's pretty much at least 3 vanquishes
I never thought much about Chomper, Citron, or Corn Cob. Even after a couple of buffs the I just simply can't play the corn right. I think Electric or Toxic Chomper, Electro Citron, and BBQ Corn are the best, but I can't play them right. Usually I stick with Cactus, Rose, Sunflower, or Peashooter.
Foot Soldier: I can't decide between Tank Commander, General Supremo, or Camo Ranger. I can usually get either Vanquish Streak, Vanquish Master, or First Strike with any of these. All three are good in my opinion. General Supremo and Tank Commander both play quite well as full on assault, and if the player's good you may never see a Camo Ranger yet still get killed by him.
Scientist: Chemist. No Contest. Unless if it's Target Practice (Then I'll go Paleontologist or Astronaut), the Chemist is a huge burst damager, capable of probably getting Vanquish Master, Heal Master, and Revival Master. If you have double heal and Energy Warp, it's a wreaking ball. Again, my experiences. Maybe I just don't know how to play the other scientists right, but Chemist is so far the best for me.
Electro Brainz is best for Super Brainz, I think. Range is good, damage is good, group control, etc. However, I don't like melee characters, so I usually stick with the range attack, which might be the reason why I suck at Super Brainz.
S.H.R.imp is probably my favorite, but I just don't like how low health the imp has. Any melee character can take him down with relative ease, and Rose is somewhat effective with the seeking projectiles.
I have no use for Engineer, All-Star, and Captain Deadbeard. I play engineer only if our engineer didn't get the teleporter, but otherwise I have no use for these three.
My fav classes are Cactus and Sunflower tied for 1st, rose second, pea and chomper tied for 3rd. The class that is dearest to me is cactus, but sunflower and rose are really fun to play, I'm just better at sunflower and I have a deeper attachment to her.
Zombies are All-Star 1st, Scientist 2nd, and Engineer 3rd.
Best variants:
Cactus: 1 Stock, 2 Camo, 3 ice
Sunflower: 1 stock, 2 Mystic, 3 Stuffy
Rose: 1 fire, 2 stock, 3 party
Chomper: 1 Unicorn, 2 Disco, 3 Armor
Pea: 1 stock, 2 fire, 3 law
Corn: 1 stock, 2 party, 3 pops
Citron: 1 ice, 2 stock, 3 party
All-Star: 1 stock, 2 golf, 3 hockey
Scientist: 1 stock, 2 toxic, 3 chemist
Engineer: 1 painter, 2 welder, 3 plumber
Imp: 1 pylon, 2 party, 3 z 7
Superhero: 1 Electro, 2 stock, 3 toxic
Pirate: 1 sharkbite, 2 stock, 3 party
- Anonymous9 years ago
This is my opinion of the best characters and their variants:
plants:
- corn: BBQ corn
- Citron: Toxic citron/Iron citron
- rose: Druid rose
- peashooter: Fire Peashooter
- cactus: Future Cactus/Zen cactus
- chomper: Hot rod chomper
- sunflower: Vampire sunflower
sorry though I don't have much zombie character variants so I can't judge them properly...
I feel it's fair to list off preferences based off of my experiences with both Garden Warfare 1 and Garden Warfare 2, since the classes behave very differently between the games. There are some classes that I feel need a boost while others I think are fine as they are.
Plants:
Citron: Normal/Toxic: Personally, everyone seems to give Ice Citron a lot of praise, but I have always preferred different methods, even though you'll see me giving a different tune down this list. Stock Citron is pretty reliable on damage and if you know what you're doing, can be quite a great character. Toxic Citron is one of those characters that rewards you for stacking toxic DOT stacks, so it lends itself well as a Toxic variant. I like it, but I have a strong liking towards beam weapons, so I'm biased more to stock.
Rose: Stock/Druid: Exact same reasons in some respect. Stock Rose is pretty reliable if you get around her style of play, and Druid Rose plays well for a toxic variant in my eyes. I'm not amazing with Rose characters, but I can see her being a really great support combat character if I figured out her style a lot more. I know people like the Fire and Ice variants, but I deal with enough charge mechanics on some other characters that I'm still trying to figure hers out.
Corn: BBQ Corn: This kind of speaks for itself, and is one of the few plants I have at super high rankings with. Fair damage, fire DOT, and amazing accuracy. Despite how hard this guy has been hit by the nerf hammer, he's still viable. Put a ammo update and fire upgrade on him and you can go to town well with him. Just not as much of a sweeping force he originally was, I've heard, but I've always enjoyed playing as him.
Peashooter: Plasma Pea/Toxic Pea: This applies to both GW1 and GW2, actually. I've always enjoyed the Plasma Pea, and found the charge mechanic rewarding on him, especially when combined with his Hyper. Allows you to rain down a great artillery and support fire when need be, and this carries over to GW2 as well. With the classes in GW2 being what they are, Plasma Pea has survived the test of time and continues to be one of my favorites. Toxic Pea as well suits this explanation as well, with his great splash and toxic DOT. There's a reason he was one of the few characters who could solo CRAAZY mode in Garden Ops in GW1. I've always enjoyed Toxic variants of the classes, and the Toxic Pea is probably my favorite of the entire bunch, Plants and Zombies alike. While there are other good Peashooters out there in the game, such as the Electric Pea, Agent Pea, and Fire Pea, both the Plasma Pea and Toxic Pea have remained my favorites.
Sunflower: Fire Flower/Shadow Flower (GW1)/ Sun Pharoah (GW2): This is where the list will differ, because I've always held myself as a Sunflower main in both games. I'm always enjoyed combat medic roles, playing support when needed but being fully capable of dishing out the pain when needed. This played strongly on the Fire Flower and Shadow Flower in GW1, as the Fire Flower was my go-to Sunflower when I needed a stronger support role on the team with a fair DOT on her fire damage. The Shadow Flower in GW1 was much more of a beast than she feels like in GW2, but that might be because of all the new classes in GW2 among other things. Solid damage and fire rate on her in GW1, and probably rocked the Pumpkin hat the most out of any Sunflower. When it comes to Garden Warfare 2, my preferences have shifted accordingly. While in GW1, the Sun Pharoah was left behind so badly compared to her competition, in GW2, she is a true beast. A very strong burst fire now, reliable damage, and is the perfect fit for a combat support role that I like to play. She was the first Sunflower that I grabbed when I started playing GW2 because I wanted to see how she was changed, and I was not disappointed. Been one of my favorite Sunflowers to play ever since. Honorable mentions to the Alien Flower, Power Flower, and Vampire Flower for GW2 on this list. Alien Flower for the exact same reason as the Sun Pharoah: left behind in GW1, is a solid beast in GW2. Power Flower because of the changes in gameplay make her variant style much more viable, and Vampire Flower for that sweet life drain, keeping you in the fight longer, especially if you need to tactically retreat from the field.
Chomper: Hot Rod Chomper/Armor Chomper/Fire Chomper: These choices apply to both GW1 and GW2, but for different reasons, really. To be honest, playing as a Chomper has changed between games, since the shift to both offense and defense play on Turf Takeover has made life as a Chomper harder, being primarily a defensive plant. In GW1, a group of Chompers defending a garden could make your life hell. Now, it's not as much as difficult as it used to be. This means that the Chompers are much less dominant in a way than they used to be, and playing offensively as one is not a great idea with how many ways there are to completely screw over any push. With that said, I do still have favorites, even if I don't play Chomper in GW2 as much as I did in GW1. The Hot Rod Chomper is a definition of ambush and retreat guerrilla tactics, and that's one thing I've enjoyed about him. Get in, chomp, get out. It worked well before and it kind of still works in GW2. Always found the concept amusing, even if people can sometimes hear you coming. Armor Chomper was the king of defensive Chompers in my eyes back in GW1. Get a few guarding a garden and you'll be hard pressed to see it penetrated let alone captured. Nowadays, especially with the recent nerf, which I honestly only see a slight difference in playstyle with, he's the most strictly defensive Chomper of the bunch still. He's not at all meant for offensive play, and it shows by how easily you can get focus-fired if you play him wrong. Great character if you play him right, rage-inducing if you play him wrong. Fire Chomper suffers the same way. Run up, roast someone, get out. Not that easy anymore. Chompers in general feel a lot different to play in GW2, but they manage.
Cactus: Fire Cactus/Power Cactus/Bandit Cactus: I've liked the Cacti, but I've felt that she usually can easily get destroyed if you get in her face, which is kind of the whole gimmick of the Cactus as a ranged fighter. Still, with the changes to her, you need a fair bit more skill now than you used to to use her really well than in GW1. I do really enjoy playing the Fire Cactus in GW1, and the Power Cactus is probably my most dominant Cactus in GW1, but I've not put as much time into them in GW2 as I probably should have, but that might be due to the change from going from using a controller to a PC mouse. The controls for playing Cactus are the most strongly different on the transition, since the twitch-shooting control do cause me to relearn a lot of how to play her. This means that my best Cactus in GW1, the Bandit Cactus, suffers in GW2 due to my inexperience with a mouse aiming system, whereas I could more reliably line up my shots before. It will take some time, but I know I could do much better with her in time. I always enjoyed playing the Fire Cactus to be able to four shot a lot of things or such in GW1. Was certainly a lot of fun to lay into someone and watch the Fire DOT take them down if the initial damage didn't. Great for those sniping Soldiers on Cactus Canyon. Power Cactus still holds my record for highest Vanquish Streak for a Cactus on GW1, and Bandit Cactus is always a good assault character if I need her. Shoutout to the Jade Cactus in GW2 though, because I like how she plays a lot more in GW2 than in GW1. Picked her back up during the Battle of Accuracy event and grew to enjoy her again ever since.
Zombies:
Imp: Z7 Imp: I know a lot of people will tell you that the S.H.R.Imp is one of the best Imps out there, but I have a bit of a soft spot for the Z7 Imp. Maybe it's because I'm a huge Mass Effect, and always enjoyed the whole Grass Effect crossover style that they ran even in GW1. This factored into GW2 with my choice of Imp's. Don't get me wrong, I've tried every single Imp in the game and their mechs, but I'm the most comfortable with the Z7 Imp, even with his mech. He doesn't feel weak to me, and most people don't really understand the power of a forced reposition on a character like that, where you can literally just yank someone to you and put them down. Has helped me with a lot of situations and I'm happy for it. Same thing with the Zomni-Blade. A clean 80 damage swipe in a wipe radius can literally wipe a Graveyard clean of Plants if you plan it right. A great counterpart to the stomp of the stock Imp, and it works really well when you land it. Granted, you feel like an idiot when you miss, but it's nice when it works. Outside of his mech, the Z7 Imp is not slouch and I've been focus-fired on before because of his damage output and I've gotten super aggressive with him. A really fun Imp to play, and my go-to anytime I want to play an Imp.
Super Brains: Electro-Brains: Really, I own 3 of the Super Brains right now, and out of stock, Cosmic, and Electro, I enjoy Electro the most. Granted, whenever I get Breakfast or Toxic brains, my stance may change, but for right now, I really enjoy playing Electro Brains. Great damage output, excellent damage for a Electric variant, and his beam is great if you're close enough to an enemy and a great harassment tool at range. His punches may feel a little underwhelming unless you're good at dodging enemy fire while using them, but out of any of the Super Brains so far, I've found him the most fun to play as.
Captain Deadbeard: Captain Flameface/Captain Sharkbite: I'm really tied between these two, because I have a special interest for Flame-based sniper classes, but Sharkbite is a great sniper by and far. Both have good points to them and weaknesses, but I can't really provide a strong reason for one or the other. I just like playing both of them equally for their damage output, style of gameplay and versatility. Has anyone actually seen the penetration mechanic actually work though, because I've never seen it happen and I've been in plenty of situations to see it supposed to work.
Foot Soldier: Sky Trooper (GW1)/Arctic Trooper(GW2): This one is super cut and dry in it's own right. The Foot Soldier is one of my favorite Zombie classes to play as, both in GW1 and GW2. I don't know what it is about his voice lines, but his spawn lines especially always make me smile. There's something about his voice that I like, in comparison to the All-Star's gravel gargling and the Scientist's slightly sickly tone. In gameplay perspective, I've always enjoyed playing as the Sky Trooper in GW1, I still do, in fact. Compared to just about any of the other variants, I've dropped the most time into the Sky Trooper, and that's even with the enjoyment I've had of the Centurion. Fast, hard-hitting, excellent rate of fire, and a good magazine to make up for that damage. Punishes you a bit for spraying, but I like that kind of skill-based mentality. That same mentality crossed over to the Arctic Trooper in GW2, who feels so much more satisfying to use now. His damage may be at times a bit lacking, but use him well and he will reward you. I've dropped a lot of time into him, and he's one of my favorite Foot Soldiers now in GW2. I normally don't use Ice variants unless they really interest me, and the Arctic Soldier fits that bill. I've used the Sky Trooper in GW2 recently and grown to like him, but with his decreased mag and damage, he's not the devastating powerhouse he used to be, but he's still usable. I do really kind of wish I could get my hands on his Showoff gesture though, since that was one of my favorite gestures in the entirety of GW1. Same with all the rocking out gestures that each class seemed to have. Shame I can't get my hands on any of those.
Scientist: Chemist: Beyond any shadow of a doubt, my favorite Scientist is the Chemist. What he lacks in range, he makes up for in pure stopping power. Admittedly, the main reason I pumped so much time into leveling him up in GW2 was solely for that damage upgrade, because it sickens me just how hard he's been nerfed in GW2. I could understand a bit of a nerf down to like 40-45 damage, but doing only 35 at base is insulting to what is essentially the Lv. 10 reward in GW1 and the hyper exaggeration to the Scientist class that is pretty unmatched in pure power in GW1, save the Marine Biologist, who's a lot easier to control in GW1 than GW2 it feels, I would add. I adore the Chemist and the high demand for strategic gameplay he asks for. You have to be point-black to use him, and that works as both a help and hindrance. I like some of the other Scientists as well, but I just wish that the Chemist was a little more of a shadow of his former self, because the current one doesn't hold a candle to the original, despite how fairly decent I am with him in both games.
Engineer: Landscaper (GW1)/Welder (GW2): The Engineer has the least playtime out of any class in the entire Garden Warfare series for me. Interestingly enough, compared to other Engineer-style classes out there, his gameplay style doesn't feel as satisfying to use. That, and the changes made to him in GW2 does lend of lot of difference in his playstyle. In GW1, where it was all about Offense for the Engineer in Gardens and Graveyards, the Landscaper was my preferred class for even, even over the Painter. A much higher fire rate, solid near base damage, and good reload make him a slight update/sidegrade to stock, and he worked quite well as a counter-defensive character, especially against defending Chompers trying to ruin your teleporter. He doesn't feel as satisfying to use in GW2 nowadays, but maybe that's because I still don't play Engineer that often. The Welder kind of took that mantle in GW2 as my Engineer to play, but really, I don't have much reason to pick him aside from the explosive fire damage he provides, which I'll go into depth about on the next pick.
All-Star: Stock/Wrestling Star (GW1)/ Rugby Star/Tennis Star (GW2): This one plays on personal experience and preference, given anything else. In GW1, I enjoyed the fair setup that the stock All-Star had to provide. It was solid damage and suppression while at the same time being a powerhouse that he is now. Plus, his Imp Punt actually freaking worked effectively every single time in GW1. You didn't have to bunny hop just to get the stupid thing off the ground. I always viewed the Wrestling Star as the hyper exaggeration of the All-Star in GW1, trading fire rate for huge damage output, and it worked well. The Wrestling Star was one of my favorite All-Stars for defense on Gnome Bomb, and great for Gardens and Graveyards. In GW2, the All-Star feels much different, maybe a bit weaker than he used to be. Probably with the addition of Super Brains and Citron as other 200 HP classes, the All-Star doesn't feel as powerful as a tank as he used to be. GW2 made me rethink my stance on All-Stars, and I've kind of grown to like Rugby Star a bit because of that. Explosive damage variants are super few and far between among this series, and I've always enjoyed explosive plants like the Doom Shroom in the entire series. When it comes down to explosive variants, the Rugby Star is probably my favorite due to his reliable set of damage if you can get his shots downrange fairly. He is a bit weak in some respects, but there's a style to him that I enjoy. I do wish there were more explosive variant classes in the series. The Tennis Star is one I only recently picked up, but I like him to a degree. Being able to get where you're going quicker counters one of the big problems with the All-Star, and I enjoy that. Fair damage, reliable accuracy, and a solid character overall. For being a class that I sparingly use, the All-Star has some good tricks in his bag. Now if only PopCap would actually fix his stupid Imp Punt in GW2 so I don't have to chunk the freaking thing and put everything into it to make it actually work half the time compared to how reliable it was in GW1, then I might actually use him more in that respect as a offensive tank.
- Anonymous9 years ago
Best Characters
Peashooter: Electro Pea
Chomper: Hot Rod Chomper / Yeti Chomper
Sunflower: Vampire Flower
Cactus: Cactus / Petrified Cactus
Citron: Frozen Citron / Electro Citron
Rose: Nec'Rose
Corn: BBQ Corn
Soldier: Scuba Soldier
Engineer: Welder
Scientist: Astronaut / Zoologist
All-Star: Tennis Star
Imp: Z7 Imp
Superhero: Electro Brainz / Toxic Brainz
Pirate: Captain Deadbeard / Captain Cannon
Favorite Character: Cozmic Brainz
My opinion is:
Agent pea or Peashooter
Hot rod chomper
Stuffy Sunflower
Zen Cactus
Toxic Citron or Iron Citron
BBQ Corn
Rose
Park Ranger
Landscaper, Plumber or Electrician
Marine Biologist
Rugby Star
Pylon Imp or S.H.R.I.M.P
Electro Brainz
Captain Sharkbite
My favorite:
Plant side :
1. Citron: Iron Citron .
2. Rose : Druid rose.
3. Sunflower: Vampire flower, stuffy flower.
4. Chomper : Hot rod chomper.
5. Pea : Toxic Pea, Plasma pea.
6. Cactus : Zen cactus.
Zombie side:
1. Imp: Drake imp
2. Scientist : Marine biologist.
3. Engineer: Welder
4. Hover goat
mine are
.the morning gym instructor (breakfast brains)
.lil drake
.golf star
.chemist
.ac perry
.captain sharkbite
.camo ranger
.bbq corn
.frozen citron
.druid rose
.shadow flower
.hot rod chomper
.law pea
.future cactus
This is way late but here it is:
Zombies
Soldier - Foot Soldier (He does 1 more damage than the Sky Trooper -AND- he has a bigger magazine. Also if you play semi-automatically, Foot Soldier turns out to be menacingly mean and accurate. Park Ranger is deadly, but only if the player isn't aware that the Park Ranger has lower damage than most so long as you don't sit in the fart cloud =/ But Foot Soldier is my go-to guy. He really is. He's so accurate it's unbelieveable, and you better bet that if you've upgraded his damage and magazine, you can miss like 10 shots and still get your kill.)
Engineer - AC Perry (I don't have to tell you that the painter can vanquish unsuspecting plants in 2-3 hits if they don't move. But AC Perry CAN, FROM LONG RANGE, freeze you, your buddy and HIS friend in place rather quickly, and with a reload upgrade, finish you off from quite a ways away. Up close he's even more annoying because he can just shoot the ground and ride the jackhammer until you stop moving, then pelt you in the face until it's over.)
Scientist - Chemist/AstronautAnd here's why!!! (The Astronaut, when upgraded, can dish out LUDICROUS amounts of damage for a skilled player Like he can, at long range... destroy a peel shield in about 4-5 shots and over the count of 6-10 shots depending on accuracy, make the Citron cry babies.. But a Scientist isn't offensively played for the most part... though many see him as that way. Playing from Gw1 and beyond I full well know how mean the Chemist can be... but he's a beautiful defensive player! If you have a Heal Station behind a wall, there's always a sneaky Pea or some * who's gonna try to bomb it by coming along the side of your cover!! Chemist's Bar-None defense makes punishing 2-3 people even, not hard at all simply by anticipating where they are coming from and sweeping them from the side. Warping around heal stations or throwing heal bombs to warp to are proficient strategy to.. Warp Vanquishing is good stuff, but it makes you enemies who make healing a hassle. If someone Warp Vanquishes me with Zoologist, I purposely hide in a hill with Frozen citron to make their lives and gameplay horribly boring. Plus... you focus less on keeping friends in the fight and selfishly healing yourself!)
^--- Sorry 'bout wall of opinion.
All Star - Cricket Star (Suppression fire + Fire Damage over time is very mean. Stock All Star (The Default one) is incredibly powerful at close range, but the Cricket Star can really make life hard, especially if Tackle Dummy knowledge is good and the All Star knows how to "Shoot from the right" (Putting your weapon barrel right on the side of the dummy while your hit box remains behind cover, allowing you to essentially fire without being hit back))
Imp - All of them/Z7 Imp (Z7 Imp has fully semi-automatic firing capability. When his damage is upgraded, you can actually Gravity Grenade a Torch Wood and with incredibly finger blasting, explode his life in under 3 seconds... which I've done.)
Mech - S.H.R.imp Mech (All mechs are good. ALL OF THE MECHS ARE GREAT!!! Just like the imps themselves... but S.H.R.imp Mech has capability to rocket jump which launches you into the air, then makes you scream forward with great speed. I have used this in Seeds of Time to jump into the Castle on the final point before while standing on the planters in the Drawbridge area. It causes great confusion, and his ability to escape huge groups surpasses other mechs I feel. That Laser also has incredible hit box capability.)
Super Brainz - Toxic Brainz (This is key... Super Brainz is special in so many ways. He's slow. He's dopey. He's got... that slackjawed expression... and he always finds himself flexing in a mirror at inopportune times... but he's absolutely sneaky. Toxic Brainz is the legendary varient of Super Brainz, and while I usually do not like playing Legendaries since they are gimped on damage (Though not by much) outside of their legendary Mode, Toxic Brainz can actually hit his legendary in like 8 punches. What's more, he can charge these punches on AI plants! But the real reason I pick him is because when I'm getting rolled over by people who really stick together and have great aiming ability, you can sneak behind them by going an alternate route, heroic kick right on top of them and lay waste to them. If you back attack a group of 3 and deal nothing but punch damage, you will find yourself hitting legendary mode and 2 shotting Citrons :P... it's really not as easy as all of that either lol. Super Brainz has steep learn curve)
Captain Deadbeard..... - Captain Deadbeard (What can I say about Deadbeard... our version of Cactus? Well, I can say that according to this DPS spreadsheet, all of his variants deal less damage than most of the cactuses. Apparently Deadbeard (The top damage) can get up to 77 dps , Future cactus (Plant top) can pull out 112. Also, Deadbeard is not allowed to have a variant parrot that I'm aware of, which makes me feel that he is a loser and EA didn't even like him.
But I like him.
Captain Deadbeard's projectile is nearly invisible. He shoots coins man! That's pro. And his barrel technique is incredible. I've had people look right at me and not even realize I wasn't a prop. He also comes with cool Shotgun style defensive capability. And this, which you may not know, is a free tip I'm going to give you. If you rapidly zoom in and out with dead beard while firing, you will increase his firing speed and utterly destroy anyone who gets in your face so long as you land the ranged shot while you're doing it. Tapping zoom will reset his shot timers for both guns. Try it out. He's not as bad as I make him seem up there with the DPS talk)
Hovergoat 3000 - Burger Goat (No jk. I like Hovergoat more than Hovergoat 2000. Heck even legit Hovergoat 1000. Hovergoat 3000 came equipped with incredible beatbox technology, but gimme the original Hovergoat model to the 3000 and I'll be happy.)
-----------------------
I don't play plants that often so I don't have much to say here, but here we go
Peashooter - Law Pea/Agent Pea/Peashooter/Toxic Pea/Electro Pea (Law Pea can 1 shot people if you can accurately land all 6 head shots. In under 1.5 secs. Agent Pea can do the same with much more leeway, but his crits do more damage but his body shots do less than law, meaning law can still 1 shot a SCIENTIST in 1.5 secs with all 6 shots non-crit, but Agent Pea will have to do it in like 2-4 secs. BASIC STOCK PEASHOOTER IS BAD TO THE BONE!!! Nobody expects it most of the time, and landing direct shots can actually startle and panic good players due to unfamiliarity with the pea, the sound it makes, the graphic, and the fact that you're not some special colored pea. Toxic Pea is my splash damage baby, and Electro Pea moves quicker than all of the other Pea's. He seems to have trouble hitting people right in front of him if you are playing detonation style tactic.)
Sunflower - Fire Flower (I like the Fire Flower. You can intimidate people by landing hits and hiding then doing it again because she's so accurate. And some people see a flower and will come out of cover to their own detriment, allowing you to score that sweet free 30 damage over time smack to their face over and over. I've been experimenting with the Mystic Flower though and noticed that her damage is kind of really... really.... good. 😕 Like I'll go close range which I don't usually do with healers just to snag someone in the head over and over with Mystic Flowers Semi Automatic face pounding dps.)
Chomper - Swamp Thing/Yeti (I used to play Hot Rod chomp exclusively, GW 1 trained me this way. :P But after the Super Mix mode where I was forced to play Swamp thing and I got to see that he regenerated his health almost right after he was struck, I fell in love. I am a very sneaky Chomper, I've played Tf2 way too much and mastered the art of playing Spy. Hiding and healing is one of Chompers best tactics. Burrowing and regenerating health is something I've done with all chompers, but when I saw chomp thing regenerate like 70 health underground, I lost it...
.... However...
I've recently begun using Yeti Chomper. While I was confused about how to play him at first, it turns out that he has infinite ammo. A projectile Arc. And increased range if jumping while throwing up. Couple this with the fact that it crits on direct hits, deals splash damage, SLOWS THE ENEMY DOWN, and I still have access to goop abilities and burrowing/spikeweeds... heh, Yeti Chomper is pretty good. Personally though... I feel all chompers perform the same except Yeti so far.. 😕 And at this rate Yeti may take 1st place for chomper luv.)
Cactus - Where do I start?/Cactus (I stopped playing cactus after they removed the ability to fly yourself onto roof tops. I was very professional with it in GW1 and could move at top speed without dropping myself. When I got GW2 and found I couldn't fly around anymore with my Tallnut Helipad technique..... I was Heartbroken. D: Pretty much quit playing Cactus all together. I use BASIC CACTUS. She shoots fast, deals 30+ on critical strikes, the bullets are hard to see where they come from, she's not easy to spot if you can blend in with environment and her reload isn't too bad either. The problem with Cactus and Deadbeard however, is that they make enemies run away. And someone like me is almost always first to shoot, which causes them to scatter. This is why I am a bad cactus. Good cactus steals kills with final 1-2 shots :P Not start engaging and force enemies to take cover, thereby essentially forcing defensive play)
Citron - No comment (He's good no matter what if played right. I play all versions of Citron. I use Frozen Citron to be annoying. I use Normal Citron to punish enemies with incredible DPS. I kinda don't play Toxic Citron because his firing sound is a little annoying, which is odd because I can listen to Frost Citron all day long... When I get Iron Citron, I may make reconsiderations on a possible favorite.)
Rose - Rose (Basic Rose hits very Hard. She may seem dainty and easy to counter, but Timing really is everything on this game. As long as you aren't just THROWING your slow spell and your sheep spell out just to use it or make someone wish you hadn't while they were fighting someone else, you will have them when you need them the most. It is actually possible to stay far back and just spam (Shoot endlessly) onto a capturing point and force enemies to back off since her attack has small splash. The slow projectile speeds also come in handy as you can begin firing and get a few hits in before people realize they're getting fired on because you got so many shots off before the first one connected!! If she weren't so slow I would like her more, and if she could reload during Arcane Enigma, I would call her overpowered. She's also weirdly shaped! I've noticed myself shooting at her body and the bullets sliding right past her. Like her hit box is seriously only her head ☹️
... However....
It only takes a few good shots with Pirate or with a Foot Soldier to make them run and hide. Because they's dainty flowers.)
Kernel Corn - Default Corn (I play default. Mainly because they are balanced, and the other trick variants just seem to lose out on flat-out damage in exchange for some gimmicky treat! BBQ Corn has far less ammo and deals half the damage in exchange for what... a non stackable fire DoT? << >> Yargh man...Kernel Corn does A LOT of damage. He also shoots with both hands, with makes "shooting from the right" (hugging cover and having your barrel fire from the side of the wall) almost impossible. Kernel Corn is my favorite plant. I don't have much to say simply because he says it all himself. He's crazy, and if you can aim, he can drop targets in 2 seconds MAYBE FASTER!!!! Just lay into their heads!)
Torch Wood - Tree People (I prefer the Torchwood with the club on his hand? The one that can target you then run straight to you then smack you and make you jump back? Yeah I play him instead of normal Torchwood. Mainly because he makes Caveman sounds when he vanquishes and he can wear hats.)
And that's it! Thanks for letting me give this probably dead topic some much needed wall of opinion!
About Plants vs. Zombies™ Franchise Discussion
Recent Discussions
- 22 hours ago